/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsExp/Public/MeshVertexPaintTool.h
Mesh Vertex Color Painting TOol
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMeshVertexPaintTool : public [UMeshSculptToolBase](API\Plugins\MeshModelingToolsExp\Sculpting\UMeshSculptToolBase)
UE::Geometry::F...
AABBTree
TSet< int32 >
AccumulatedTriangleROI
TUniquePtr<TIn...
ActiveChangeBuilder
UE::Geometry::F...
ActiveColorOverlay
TUniquePtr<UE:...
ActiveGroupSet
TArray< EMeshLO...
AvailableLODs
TObjectPtr<UVe...
BasicProperties
bool
bHavePendingAction
bool
bPendingPickColor
bool
bPendingPickEraseColor
bool
bTargetSupportsLODs
bool
bUndoUpdatePending
TObjectPtr<UDy...
DynamicMeshComponent
TObjectPtr<UVe...
FilterProperties
Filters on paint brush
TObjectPtr<UMe...
MeshElementsDisplay
TArray< int >
NormalsBuffer
TArray< int32 >
NormalSeamEdges
UE::Geometry::F...
Octree
Initial code here was ported from MeshVertexSculptTool, which requires an Octree.
FDelegateHandle
OnDynamicMeshComponentChangedHandle
EMeshVertexPain...
PendingAction
EMeshVertexPain...
PendingStampType
TObjectPtr<UPo...
PolygroupLayerProperties
TObjectPtr<UPo...
PolyLassoMechanic
Marquee Support
TObjectPtr<AIn...
PreviewMeshActor
Internals
TObjectPtr<UMe...
QuickActions
TArray< FVector...
ROIColorBuffer
TArray< int32 >
ROIElementBuffer
TSet< int32 >
ROIElementSet
TArray< int32 >
ROITriangleBuffer
EMeshLODIdentif...
SourceLOD
TArray< FVector...
StrokeAccumColorBuffer
TArray< FVector...
StrokeInitialColorBuffer
In Mix blending mode we need to accumulate each stroke in a fully separate buffer and blend it with the background colors.
TArray< int >
TempROIBuffer
TSet< int >
TempVertexSet
TSet< int >
TriangleROI
TArray< FVector...
TriNormals
TObjectPtr<UMe...
UtilityActions
TArray< int32 >
UVSeamEdges
TArray< int >
VertexROI
TArray< bool >
VisibilityFilterBuffer